"This book has always been my favorite computer graphics book...The authors are the key inventors of the technology and some of the most creative individuals I know."-From the foreword by Pat Hanrahan, Canon USA Professor, Stanford University
"This new edition updates the definitive book on the subject with 50% more material. Video game developers will be particularly interested in the demenstrations of procedural texturing and modeling on real-time hardware..."-Steve Anderson, CTO, Electronic Arts, Los Angeles
"
Texturing and Modeling, Third Edition has kept up with the latest technology and provides insight and instruction on how to best use it. I would recommend it to anyone as an introduction to procedural techniquest or as a comprehensive reference."-Doug Roble, Creative Director of Software, Digital Domain
"This book has always been my favorite computer graphics book...The authors are the key inventors of the technology and some of the most creative individuals I know."
-From the foreword by Pat Hanrahan, Canon USA Professor, Stanford University
"This new edition updates the definitive book on the subject with 50% more material. Video game developers will be particularly interested in the demonstrations of procedural texturing and modeling on real-time hardware..."
-Steve Anderson, CTO, Electronic Arts, Los Angeles
"
Texturing & Modeling, Third Edition has kept up with the latest technology and provides insight and instruction on how to best use it. I would recommend it to anyone as an introduction to procedural techniques or as a comprehensive reference."
-Doug Roble, Creative Director of Software, Digital Domain
Procedural methods are storage-saving modeling and texturing techniques that provide amazing results. This third edition of the most respected tutorial and reference on procedural methods is fully revised and expanded by today's 3D graphics practitioners.
Especially noteworthy in this edition are bonus chapters by Bill Mark, author of Cg, and by John Hart of the University of Illinois at Urbana-Champaign, providing insights of particular interest to game developers as well as all users of real-time graphics.
As in both previous editions of
Texturing & Modeling, Third Edition, the award-winning creators of these procedural methods show, step by step, how to produce the breathtaking effects illustrated in this beautiful, full-color book.
Features:
*Real-time issues for game developers
*Seven brand-new chapters, including real-time rendering, cellular texturing, and hardware acceleration
*All new information on particle systems, spot geometry, bump mapping, cloud modeling, and noise
*Full-color illustrations throughout
*Companion website (www.texturingandmodeling.com) containing C code procedures and RenderMan shading language for executing procedures
David S. Ebert is associate professor at Purdue University and editor in chief for
IEEE Transactions on Visualization and Computer Graphics. F. Kenton Musgrave, CEO and CTO of Pandromeda, Inc., has developed digital effects for
Titanic and
Apollo 13. Darwyn Peachey is vice president of Pixar Animation Studios and developer of
RenderMan. Ken Perlin is a professor of computer science and director of the Center for Advanced Technology and the Media Research Lab at New York University, and developer of
Perlin Noise. Steven Worley publishes plug-in tools for 3D packages through his company, Worley Laboratories.